There exists a whole industry of people out there who legally break into buildings and computer systems for money, paid by the people who own the buildings and make the systems.
One would think that the students who grow up to be cool hackers would be the computer science students. They have a coding background, an ability of understanding a problem and how to solve it, and the capability to do it all quickly. The IB timed writings were secretly training for the biggest fights of their life… or so they’d wish.
Would it be the theatre kids, whose entire thing is lying to people from a stage, who end up being skilled manipulators? They can keep cool under pressure, they have brilliant acting skills, and they can create convincing characters in an instant… but that’s probably not how things would turn out.
See, not every kid cares about acting in a play or coding on computers. But there is an intersection there, and it’s a bit of a reach — people who need to lie to their teachers to stay out of trouble, who are incredibly dedicated to getting things to work, and who couldn’t live a day without doing what they do. It’s simple, really:
Gamers.
Ever since computers were put in schools, students have found ways to game on them. Initially, there wasn’t much that teachers and school administrators could do to stop them, because the tools to do so were either expensive, hard to use or non-existent. Kids could just get “admin access” or literally hack their computer to get access to Quake or Doom (both of which are games older than all of The Verdict’s staff), or in later years, Minecraft. But as schools have started taking apart their infrastructure and piece-by-piece moving it to the cloud, under the control of large corporations and centralized management, that fight has gotten harder and harder. Federal and state laws went on the books in the early 2000s that forced school districts to block adult content on school property, so schools bought systems from suppliers that promised to make them “compliant”— meaning “able to follow the laws.”
School districts realized that this new ecosystem of tools could also get rid of some other problems on their hands, mainly piracy and student distraction, so they began to use the tools to monitor and block those. A whole cultural thing has grown out of their use of these tools, and it’s ended up in the phrase “School Wi-Fi” generally meaning a slow, unreliable internet connection that doesn’t let students “get stuff done.” Even if the Wi-Fi is fast, reliable and relatively lax on the filtering, even if the “School Wi-Fi Problem” isn’t even really a problem, it still gets the bad rap, because the people who want to game in school can’t use it, and they make up the section of the student body that cares about this the most.
In some cases, these tools do really slow the internet down for people who aren’t viewing anything they shouldn’t, especially if they’re set up wrong or are applied too broadly. Sometimes, in the name of fighting student distraction, they block the websites that allow students to communicate with each other and post to club accounts on social media, leading to people avoiding the Wi-Fi entirely (which is technically against the rules, but is never enforced) and preventing the blocks from being effective at all. Entire apps and services such as VPNs have sprung up around letting people bypass “School Wi-Fi.”
Leading up to 2022, more and more students turned to downloading games using their school computers in an effort to get around the internet restrictions. Some used browsers that had built-in VPNs to let them bypass the internet filter. Some pirated games such as Cuphead, Minecraft and Five Nights at Freddy’s. But FCPS was ultimately able to stop it all by using a system built into Windows called AppLocker, which only allows apps approved by the district to run.
Of course, this is starting to matter less and less, because FCPS is moving to Chromebooks and the Google Workspace platform for student devices. But the kids have still found ways to game.
The Verdict has done extensive research into hundreds of student-run websites that promote “unblocked games,” and has made contact with several of their authors. To summarize — it’s juicy. Allegations have been made. The stakes couldn’t be higher. All that’s left for the kids to do is hide in plain sight, hoping to rock each other’s worlds without rocking the boat. Maybe forever. Stay tuned.